️ Headless optimizations

This commit is contained in:
anyreso 2024-04-29 15:12:56 +00:00
parent 4157ae7ba5
commit bc5aa8a41f
8 changed files with 48 additions and 49 deletions

View file

@ -43,4 +43,3 @@ func drop(dropper : Player) -> void:
_mesh.show()
flag_state = FlagState.FLAG_STATE_DROPPED
dropped.emit(dropper)

View file

@ -24,6 +24,12 @@ func _ready() -> void:
Vector3(0, flag.get_node("CollisionShape3D").shape.size.y, 0))
func _process(_delta : float) -> void:
# disable waypoint repositioning when running headless
if DisplayServer.get_name() == "headless":
set_process(false)
return
# repositon iff on viewport
var camera : Camera3D = get_viewport().get_camera_3d()
var viewport_rect : Rect2 = get_viewport_rect()
# if the player is NOT infront of the camera or camera does NOT have LOS to player
@ -32,15 +38,12 @@ func _process(_delta : float) -> void:
return
else:
_iff_container.show() # display the IFF
# get the screen location of the players head
var new_iff_position : Vector2 = camera.unproject_position(attach_point.global_position)
# check if the unprojected point lies inside the viewport
if !Rect2(Vector2(0, 0), viewport_rect.size).has_point(new_iff_position):
_iff_container.hide() # hide the IFF and exit function
return
# move the IFF up so the bottom of it is at the players head
new_iff_position.y -= _iff_container.size.y
# move the IFF left so it's centered horizontally above players head

View file

@ -31,12 +31,14 @@ func _on_multiplayer_pressed() -> void:
$SettingsPanelContainer.hide()
$MainPanelContainer.hide()
$MultiplayerPanelContainer.show()
show()
func _on_settings_pressed() -> void:
$MultiplayerPanelContainer.hide()
$MultiplayerPanelContainer.tab_container.current_tab = 0
$SettingsPanelContainer.show()
$MainPanelContainer.hide()
show()
func _on_quit_pressed() -> void:
get_tree().quit()
@ -46,6 +48,7 @@ func _on_main_menu_pressed() -> void:
$MultiplayerPanelContainer.tab_container.current_tab = 0
$SettingsPanelContainer.hide()
$MainPanelContainer.show()
show()
"
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_krqeq"]
@ -81,7 +84,6 @@ signal join_server(host : String, port : int)
@onready var modal : Control = $Modal
@onready var menu : CanvasLayer = get_parent()
@onready var game : Node3D = get_tree().current_scene.get_node(\"/root/Game\")
@onready var map_selector : OptionButton = %MapSelector
@export var tab_container : TabContainer
@ -94,7 +96,7 @@ func _ready() -> void:
call_deferred(\"_populate_map_selector\")
func _populate_map_selector() -> void:
for map : PackedScene in game.maps:
for map : PackedScene in MapsManager.maps:
var map_name : String = map._bundled.names[0]
map_selector.add_item(map_name)

View file

@ -1,9 +1,8 @@
[gd_scene load_steps=6 format=3 uid="uid://ma1if3sjox6i"]
[gd_scene load_steps=5 format=3 uid="uid://ma1if3sjox6i"]
[ext_resource type="PackedScene" uid="uid://boviiugcnfyrj" path="res://modes/singleplayer/demo.tscn" id="1_50a80"]
[ext_resource type="PackedScene" uid="uid://bjctlqvs33nqy" path="res://interfaces/menus/boot/boot.tscn" id="1_acy5o"]
[ext_resource type="PackedScene" uid="uid://bvwxfgygm2xb8" path="res://modes/multiplayer/multiplayer.tscn" id="2_g8xeb"]
[ext_resource type="Resource" uid="uid://dut5f1sq0wfeb" path="res://maps/maps.tres" id="3_1ipir"]
[sub_resource type="GDScript" id="GDScript_e61dq"]
script/source = "# This file is part of open-fpsz.
@ -26,12 +25,6 @@ class_name Game extends Node3D
@export var SINGLEPLAYER : PackedScene
@export var MULTIPLAYER : PackedScene
@export_category(\"Maps\")
@export var _maps_resource : ArrayPackedSceneResource
@onready var maps : Array[PackedScene] = _maps_resource.get_items()
# current mode, when the value is set to null we're in the main menu
var mode : Node:
set(new_mode):
# clean up previous mode
@ -42,12 +35,14 @@ var mode : Node:
# setup new mode
if new_mode != null:
add_child(new_mode)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
else:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _ready() -> void:
# only run server in headless
if DisplayServer.get_name() == \"headless\":
mode = MULTIPLAYER.instantiate()
mode.start_server(9000, MapsManager.maps[MapsManager._rng.randi_range(0, len(MapsManager.maps) - 1)])
return
# connect boot menu signals
$BootMenu.start_demo.connect(_start_demo)
$BootMenu/MultiplayerPanelContainer.start_server.connect(_start_server)
$BootMenu/MultiplayerPanelContainer.join_server.connect(_join_server)
@ -55,16 +50,17 @@ func _ready() -> void:
if not OS.is_debug_build():
DisplayServer.window_set_mode(Settings.get_value(\"video\", \"window_mode\"))
func _unhandled_input(event : InputEvent) -> void:
if event.is_action_pressed(\"exit\"):
# reset game mode
mode = null
# make it easier to exit the game during development
if OS.is_debug_build():
get_tree().quit(0)
if mode is Multiplayer:
$BootMenu._on_multiplayer_pressed()
else:
$BootMenu.show()
$BootMenu._on_main_menu_pressed()
# reset game mode and get back to main menu
mode = null
if DisplayServer.get_name() != \"headless\":
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
return
# switch window mode
if event.is_action_pressed(\"window_mode\"):
@ -82,15 +78,13 @@ func _unhandled_input(event : InputEvent) -> void:
func _start_demo() -> void:
mode = SINGLEPLAYER.instantiate()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
$BootMenu.hide()
func _start_server(port : int, nickname : String) -> void:
mode = MULTIPLAYER.instantiate()
mode.start_server({
\"port\": port,
\"nickname\": nickname,
\"map\": maps[clamp($BootMenu/MultiplayerPanelContainer.map_selector.selected, 0, len(maps))]
})
mode.start_server(port, MapsManager.maps[$BootMenu/MultiplayerPanelContainer.map_selector.selected], nickname)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
$BootMenu.hide()
func _join_server(host : String, port : int, nickname : String) -> void:
@ -98,12 +92,12 @@ func _join_server(host : String, port : int, nickname : String) -> void:
mode.connected_to_server.connect($BootMenu/MultiplayerPanelContainer._on_connected_to_server)
mode.connection_failed.connect($BootMenu/MultiplayerPanelContainer._on_connection_failed)
mode.join_server(host, port, nickname)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
"
[node name="Game" type="Node3D"]
script = SubResource("GDScript_e61dq")
SINGLEPLAYER = ExtResource("1_50a80")
MULTIPLAYER = ExtResource("2_g8xeb")
_maps_resource = ExtResource("3_1ipir")
[node name="BootMenu" parent="." instance=ExtResource("1_acy5o")]

View file

@ -34,3 +34,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.847419, 94.7914, -0.106026
[node name="FlagPillar" parent="." instance=ExtResource("5_4kwtt")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.849599, 92.7505, -0.104984)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 1440, 0)

View file

@ -18,22 +18,22 @@ ambient_light_source = 3
tonemap_mode = 3
tonemap_exposure = 0.6
tonemap_white = 0.6
ssr_enabled = true
ssao_intensity = 5.0
ssil_enabled = true
ssil_intensity = 5.0
ssil_sharpness = 0.7
sdfgi_use_occlusion = true
sdfgi_cascades = 6
sdfgi_max_distance = 819.2
sdfgi_y_scale = 0
glow_normalized = true
glow_intensity = 2.0
glow_strength = 0.96
fog_enabled = true
fog_light_color = Color(1, 1, 1, 1)
fog_light_energy = 0.15
fog_density = 0.0025
fog_light_energy = 0.5
fog_density = 0.001
fog_sky_affect = 0.3
fog_height = 85.0
fog_height_density = 0.01
volumetric_fog_density = 0.003
volumetric_fog_albedo = Color(1, 0.380392, 0.380392, 1)
volumetric_fog_emission_energy = 192.23

View file

@ -28,20 +28,17 @@ class_name Multiplayer extends Node
signal connected_to_server
signal connection_failed
func start_server(config : Dictionary) -> void:
# Check if required parameters are missing
var required_params : Array[String] = ["port", "map", "nickname"]
for param in required_params:
if not config.has(param):
print("Missing param in server config:", param)
return
# server setup
func start_server(port : int, map_scene : PackedScene, nickname : String = "mercury") -> void:
# setup enet server peer
var peer : ENetMultiplayerPeer = ENetMultiplayerPeer.new()
peer.create_server(config["port"], MAX_CLIENTS)
peer.create_server(port, MAX_CLIENTS)
multiplayer.peer_disconnected.connect(remove_player)
multiplayer.multiplayer_peer = peer
_load_map.call_deferred(config["map"], config["nickname"])
_load_map(map_scene)
if DisplayServer.get_name() != "headless":
add_player(1, nickname)
func join_server(host : String, port : int, nickname : String) -> void:
var peer : ENetMultiplayerPeer = ENetMultiplayerPeer.new()
@ -89,13 +86,11 @@ func remove_player(peer_id : int) -> void:
player.queue_free()
print("Peer `%s` disconnected" % node_name)
func _load_map(scene : PackedScene, nickname : String) -> void:
func _load_map(scene : PackedScene) -> void:
var map_scene : Node = scene.instantiate()
MapsManager.current_map = map_scene
map_scene.ready.connect(_add_flag)
map.add_child(map_scene)
if DisplayServer.get_name() != "headless":
add_player(1, nickname)
func _add_flag() -> void:
var flag : Flag = FLAG.instantiate()

View file

@ -22,6 +22,9 @@ var environment := Environment.new()
## Random number generator instance
var _rng := RandomNumberGenerator.new()
var _maps_resource : ArrayPackedSceneResource = preload("res://maps/maps.tres")
var maps : Array[PackedScene] = _maps_resource.get_items()
## Reference to the current terrain map in the scene
var current_map : Terrain3D = null:
set(new_map):